/******************************************************************************
 * Spine Runtimes License Agreement
 * Last updated May 1, 2019. Replaces all prior versions.
 *
 * Copyright (c) 2013-2019, Esoteric Software LLC
 *
 * Integration of the Spine Runtimes into software or otherwise creating
 * derivative works of the Spine Runtimes is permitted under the terms and
 * conditions of Section 2 of the Spine Editor License Agreement:
 * http://esotericsoftware.com/spine-editor-license
 *
 * Otherwise, it is permitted to integrate the Spine Runtimes into software
 * or otherwise create derivative works of the Spine Runtimes (collectively,
 * "Products"), provided that each user of the Products must obtain their own
 * Spine Editor license and redistribution of the Products in any form must
 * include this license and copyright notice.
 *
 * THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY EXPRESS
 * OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
 * OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN
 * NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY DIRECT, INDIRECT,
 * INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING,
 * BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES, BUSINESS
 * INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND ON ANY
 * THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
 * NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE,
 * EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
 *****************************************************************************/

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

namespace Spine.Unity.Examples {
	public class SpawnSkeletonGraphicExample : MonoBehaviour {

		public SkeletonDataAsset skeletonDataAsset;

		[SpineAnimation(dataField: "skeletonDataAsset")]
		public string startingAnimation;

		[SpineSkin(dataField: "skeletonDataAsset")]
		public string startingSkin = "base";
		public Material skeletonGraphicMaterial;
		
		IEnumerator Start () {
			if (skeletonDataAsset == null) yield break;
			skeletonDataAsset.GetSkeletonData(false); // Preload SkeletonDataAsset.
			yield return new WaitForSeconds(1f); // Pretend stuff is happening.

			var sg = SkeletonGraphic.NewSkeletonGraphicGameObject(skeletonDataAsset, this.transform, skeletonGraphicMaterial); // Spawn a new SkeletonGraphic GameObject.
			sg.gameObject.name = "SkeletonGraphic Instance";

			// Extra Stuff
			sg.Initialize(false);
			sg.Skeleton.SetSkin(startingSkin);
			sg.Skeleton.SetSlotsToSetupPose();
			sg.AnimationState.SetAnimation(0, startingAnimation, true);
		}
	}

}
